31 lines
3.6 KiB
Markdown
31 lines
3.6 KiB
Markdown
# Reflection Template For Mono Red Madness
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For each loss, name one primary cause and one secondary cause.
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For each win, name the card, package, or tactical policy that most contributed to the win.
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Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem.
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Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed.
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- Deciding factor: identify whether the game was won or lost by early creature pressure, direct burn reach, `Kessig Flamebreather` or `Guttersnipe` triggers, repeated `Sneaky Snacker`, sideboard interaction, mana stumble, or failure to close after stabilizing.
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- Mulligans: record whether the opener had a legal early plan with `Mountain`, one-mana action, and either pressure or velocity. Note whether kept hands without `Voldaren Epicure`, `Kessig Flamebreather`, `Faithless Looting`, `Grab the Prize`, or `Highway Robbery` actually produced enough damage.
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- Mana: check whether eighteen `Mountain` supported two-spell turns, madness payments for `Fiery Temper`, flashback decisions for `Lava Dart` or `Faithless Looting`, and closing turns with `Fireblast`. Flag every game where sacrificing `Mountain` stranded a legal follow-up.
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- Velocity: evaluate whether `Faithless Looting`, `Grab the Prize`, and `Highway Robbery` converted excess lands or redundant cards into damage, or whether they spent turns without changing the clock. Track whether discard choices enabled `Fiery Temper` or `Sneaky Snacker` instead of losing useful burn.
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- Engine pressure: count how many triggers `Kessig Flamebreather` and `Guttersnipe` generated before removal or game end. Record whether playing `Guttersnipe` was worth the tempo compared with casting immediate burn.
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- Creature package: review whether `Voldaren Epicure` provided meaningful early damage and artifact presence, whether `Sneaky Snacker` recurred at useful times, and whether creature attacks mattered or exposed needed blockers.
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- Removal and target discipline: check whether `Lightning Bolt`, `Fiery Temper`, `Lava Dart`, and `Searing Blaze` were aimed at threats that changed the race, blockers that stopped damage, or the opponent when lethal math justified it. Flag burn spent on low-impact creatures when opponent life later remained within reach.
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- Sideboard performance: record whether `Pyroblast`, `Red Elemental Blast`, `Cast into the Fire`, `Relic of Progenitus`, and `Searing Blaze` had visible targets and changed a turn cycle. Flag games where narrow cards sat stranded or reduced core damage density.
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- Closing: review every turn where opponent life was within `Lightning Bolt`, `Fiery Temper`, `Fireblast`, pinger triggers, or flashback `Lava Dart` range. Note missed lethal, premature nonlethal `Fireblast`, and passes that failed to preserve a winning burn sequence.
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- Role accuracy: decide whether the pilot correctly shifted between racing, controlling small creatures, preserving pinger engines, and holding interaction. Identify turns where the deck played like slow control while the legal board state required damage.
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- Mistakes and stranded cards: list legal actions declined that later looked important, including missed madness, flashback, sideboard activations, or attack decisions. Track cards repeatedly stranded by mana, timing, target absence, or role conflict.
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- Overperformers and underperformers: name exact cards that exceeded or failed expectations in the match. Separate card-quality issues from pilot sequencing, matchup pressure, and rules-engine action availability.
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